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As Dan (with the trapped genie [[Al-Zalam]] in tow) rises from his dais, he will be addressed by the snarky [[Information Gargoyle]]. The gargoyle doesn't think Dan will succeed in his new mission. Time to prove him wrong! | As Dan (with the trapped genie [[Al-Zalam]] in tow) rises from his dais, he will be addressed by the snarky [[Information Gargoyle]]. The gargoyle doesn't think Dan will succeed in his new mission. Time to prove him wrong! | ||
Make your way into the main hall where you can familiarise yourself with the controls and game mechanics by reading the surrounding [[books]]. At the far end of the hall is a locked gate that will require a [[Rune Stone]] to unlock. Once you are done reading, enter the room on the left. Grab the [[Life Bottle]] in-between the rooms to extend Dan's longevity. | Make your way into the main hall where you can familiarise yourself with the controls and game mechanics by reading the surrounding [[books]]. At the far end of the hall is a locked gate that will require a [[Rune Stone]] to unlock. Once you are done reading, enter the room on the left. Grab the [[Life Bottle]] in-between the rooms to extend Dan's longevity by 100. | ||
This room is Dan's study. As progress is made in the adventure, the various books in the study will be filled with information about [[An Adventurer's Guide to Monsters|enemies]], [[Relics and Artifacts|artifacts]] and [[Dan's private journal|Dan's personal thoughts]]. Head out and into the room opposite. Grab the [[Wooden Sword]] in between the main hall and the room. | This room is Dan's study. As progress is made in the adventure, the various books in the study will be filled with information about [[An Adventurer's Guide to Monsters|enemies]], [[Relics and Artifacts|artifacts]] and [[Dan's private journal|Dan's personal thoughts]]. Head out and into the room opposite. Grab the [[Wooden Sword]] in between the main hall and the room. | ||
This is the training room. The books along the walls detail all combos that a weapon can perform, but they can only be read after the specific weapon has been obtained. The dummies in the room can be used to practice said combos. Further in is a room with a stream of lava. Jump over the lava and collect the [[treasure chest]] and [[Time Rune]]. It will be important to return here later once a certain [[Dragon Armour|fire-resistant | This is the training room. The books along the walls detail all combos that a weapon can perform, but they can only be read after the specific weapon has been obtained. The dummies in the room can be used to practice said combos. Further in is a room with a stream of lava. Jump over the lava and collect the [[treasure chest]] and [[Time Rune]]. It will be important to return here later once a certain [[Dragon Armour|fire-resistant artefact]] has been obtained. | ||
Return to the main hall. Note the off-colour wall near the exit—Dan cannot do anything with it quite yet, but will be able to do so soon enough. Head for the gate to place the Rune into the begging hand. Speak with the gargoyle near the exit, then run toward [[Zarok]]'s magic slime to complete the area. | Return to the main hall. Note the off-colour wall near the exit—Dan cannot do anything with it quite yet, but will be able to do so soon enough. Head for the gate to place the Rune into the begging hand. Speak with the gargoyle near the exit, then run toward [[Zarok]]'s magic slime to complete the area. |
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